6 const string HIT_SOUND =
"AlarmClock_Hit_SoundSet";
64 override void GetDebugButtonNames(out
string button1, out
string button2, out
string button3, out
string button4)
66 button1 =
"SetAlarmAhead1Min";
71 return "TriggerAlarmClock";
83 if(
GetGame().IsDedicatedServer())
85 debug_output =
"alarm in: " +
GetAlarmInMin().ToString() +
" mins" +
"\n";
92 debug_output =
"this is client";
104 int pass, hour, minute;
111 if ( alarm_hand_in_minutes == curr_time_in_minutes )
134 SetAnimationPhaseNow(
"ClockAlarm", value);
140 if (!super.OnStoreLoad(ctx, version))
150 if ( !ctx.
Read( state ) )
157 if ( !ctx.
Read( time ) )
178 super.OnStoreSave(ctx);
eBleedingSourceType GetType()
ActionTurnOffAlarmClockCB ActionSingleUseBaseCB ActionTurnOffAlarmClock()
ActionTurnOnAlarmClockCB ActionSingleUseBaseCB ActionTurnOnAlarmClock()
void AddAction(typename actionName)
enum EAlarmClockState m_AlarmTime01
void SetAlarmInXMins(int in_mins)
protected void MakeRingingStart()
static int ConvertAlarmHand01ToMins12h(float time01)
protected void OnRingingStopClient()
float GetRingingDurationMax()
static const float UPDATE_TICK_RATE
void SetAlarmTimeServer(float time01)
protected int GetAlarmInMin()
static int ConvertTimeToMins12h(int hour, int minute)
class NoiseSystem NoiseParams()
void SetState(bool state)
protected float m_DrainThreshold protected bool m_State
class JsonUndergroundAreaTriggerData GetPosition
override void OnDebugSpawn()
override void OnStoreSave(ParamsWriteContext ctx)
override string GetDebugText()
override string GetToggleSound()
override string GetRingingSound()
override void OnDebugButtonPressServer(int button_index)
static ref NoiseParams m_NoisePar
override string GetExplosiveTriggerSlotName()
const string DESTROYED_SOUND
const string TURN_TOGGLE_SOUND
static NoiseSystem m_NoiseSystem
override string GetHitSound()
protected void AnimateAlarmHand(float value)
override string GetDestroyedSound()
override bool OnStoreLoad(ParamsReadContext ctx, int version)
const string RINGING_SOUND
override void GetDebugButtonNames(out string button1, out string button2, out string button3, out string button4)
void ~AlarmClock_ColorBase()
override void SetActions()
proto native World GetWorld()
proto native NoiseSystem GetNoiseSystem()
proto void AddNoiseTarget(vector pos, float lifetime, NoiseParams noise_params, float external_strength_multiplier=1.0)
Will make a noise at that position which the AI will "see" for the duration of 'lifetime'.
Serialization general interface. Serializer API works with:
proto bool Write(void value_out)
proto bool Read(void value_in)
proto void GetDate(out int year, out int month, out int day, out int hour, out int minute)
Get actual ingame world time.
proto native CGame GetGame()